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Basics: Balanced

03-23-2015, 07:24 AM

Understanding the Fundamentals to Balanced Class

Class Explanation:
Jack of all trades, or maybe indecisive of what it truly wants to be? Never as great at something, but always better than everyone else who do focus on one single area when it comes to coming out of that comfort zone and trying something different. There isn't just one path for a Balanced, there's more and it comes in the form of versatility and it comes with its own bonuses but also its own problems.

Balanced wrestlers gain a reduced timer in all class stats as well as additional points to spend into them, but although they can train everything faster and gain more points, they have no 50% reduced timer because they balance between all classes. They have a class skill of versatility which sits in the Strength Class but required equal points from all of the class skills to actually level, meaning that to level it, you have to have the amount required available in every class skill tree and it can only be raised to the lowest common level you have. So if you have 10 Strength, 5 Speed, 10 Technique and 10 Resistance, you can only raise versatility to Level 5, until Speed matches the rest and you of course, have 6, 7, 8, 9 and then 10 points available across the board.

Every class has its advantages and disadvantages. Balanced inherits the advantages and disadvantages of all classes because it has no set path in terms of build, allowing to go where the wind flows so per say. As Balanced gains a 15% Timer reduction across all classes as well as a small boost in points, it allows them to build like any class but to only half of its capability, but gain an advantage against the other classes that would otherwise have a disadvantage against the chosen route; so if a Balanced decides it wants to build like a Resistance, it will have more Health, Damage Reducer etc then Speed, Strength or Technique, but less than Resistance YET have an advantage elsewhere because of the faster timer and more point distribution in the process.

A Balanced can basically build to how it likes, although it's normally recommended to decide early what kind of Balanced you would want to be, as a Balanced can run into problems if it tries to be a true Balance [distributing points and experience points equally] due to individual classes having some kind of advantage and disadvantage that can be easier built upon as opposed to a class it is normally countered by. Because a Balanced only has one unique class skill and inherits the rest from other classes, I will include redirects to each Class Guide which will show more details into the normal class skill ability's while explaining what versatility is and what each bonus is gives does in the field of play.

For each point in Versatility, you get not two points like other classes, but 8 which covers each Class Skill in one. Versatility requires equal points in all skills to actually level because it essentially gives bonuses across the board. Below is a short explanation of what each Attribute does from the Versatility skill.

Direct Damage & Attack Bonus - Fury: Direct Damage gives a % to the damage your finisher, trademark and normal moves can do as the match goes on and counters Damage Resilience. Attack Bonus allows you to actually hit a move and is countered by Block & Dodge.

Initiative Bonus & Pin Bonus - Quickness: Initiative allows you to control your opponent by taking the lead following Submission and Pin Moves. Pin Bonus improves your chance of keeping your opponent in a Pin for a three count earlier in the match.

Health Points & Damage Resilience - Endurance: Health Points allows you to take more damage from your opponent, allowing you to last long as the match goes. Damage Resilience reduces the actual damage taken in and counters Damage Increaser.

Submission Bonus & Submission Damage - Mastery: Submission Bonus allows you to hold your submission moves, with more allowing for stronger holds. Submission Damage allows you to push more damage during your submission holds and is a counter to Damage Resilience.
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Balanced have the class skill of Versatility, which gives them a 1% Bonus to Direct Damage, 1 point to Attack Bonus, 1 point to Initiative Bonus, 1 point to Bonus Pin, 20 Health Points, 1% to Damage Resilience, 1 point on Submission Bonus and 1% bonus on Submission Damage. Versatility takes points from all Class Skill's due to it giving points which is given to each main class separately.

Balanced has access to all other class skill tree's through their Versatility, therefore have a lot of choice in offense or defence paths out for them, this gives Balanced players a choice in Block or Dodge, but many would recommend Block purely because they have less skill point availability given to them then a Speed or Technique. On top of this, Balanced would need to consider how it will distribute its points in general and if they will play on Versatility or try and play without, as they will suffer less points to distribute depending on their choice.

Balanced players who choose to use Versatility will find that it will take them longer to build towards anything due to requiring points available in all Skill's to distribute, while players who choose to not use Versatility will find their moves more limiting as they will not get any unique moves that are bound to a class and instead only have a choice from moves which are available to all [i.e moves that do not need a class skill to unlock].

Balanced have a range of high damage moves available, which only Versatility users can access. Balanced also have a number of a Bleed Moves available including the best considered Standing move, making the class able to take any form of offensive it wants to. Versatility does not seem to offer any Submission moves, although these can be unlocked through non class specific point distribution.

Build Strategy for Class:
Balanced have the most choice in terms of build strategy due to accessing a faster timer and additional points, as well as Versatility giving them points across the board. However, their class skill only goes so far in terms of Moves, meaning that if a Balanced player decides to go Submission based, they will need to unlock their Submissions through other means. Regardless of what build a Balanced goes for, it will always be baseline stronger then a class not originally suited to the build, although weaker than a class that is suited to it. It is recommended that Balanced players take some time to look at moves available to them before they ultimately consider what kind of build they want to follow to late game, as although they have access to more points, it will not give a big enough advantage to shrug off late game point allocation considerations.

More information of these Build Strategy's can be found in the Balanced area, along with example moves to pick for the particular Build Strategy, and the range of Advanced Techniques to consider investing in.

Essential Information:Damage Reducer, Submission Damage Increaser and Direct Damage Increaser can be a Balanced best friend, however it can only work at 90% bonus of an opponent's counter opposite. This means, if an opponent has 100% Direct Damage Increase, while you have 300% Damage Reducer, you will only function as if you had 190% due to the 90% Bonus cap, the same goes for if you have 100% Damage Reducer against 300% Direct Damage Increaser, except you will essentially be at a -90% Position instead. It is recommend that you pick only one, especially earlier on as investing into more will spread you thin.

Balanced can use either Dodge or Block as their choices of external defence, however it is generally advised to go into Block to allow extra points to be used for Lightness and Frenzied Urge, which will allow for better offence ability later game. If a Balanced player chooses not to go into Versatility, then Dodge would certainly be a usable option.

Due to the potential higher damage absorption, Resistance players can consider a different Finisher mathematics, allowing them to aim for bigger finishers that essentially trigger later in a match into a one shot style, this however can reduce executions rates. However on the flip side, if a Balanced player is going for a lower damage absorption build [Direct Damage/Submission Damage] then they would be better of using a lower maths finisher [20x - 25x] instead.

A Balanced needs Stamina to avoid dropping from any possible offence as well as when absorbing if that route is taken, although they will also need it for offence as the same principle will apply. Health Points alone with Damage Reducer will not make a Balanced player unbeatable, while Damage Increaser will certainly play effect, lack of stamina will cause a quicker dropper out making the result end faster and potentially negatively.

1) It's lack of quality grounded moves from it's personal moveset. They make up for it by having the best Standing Moves, but let's face it... It's no Big Splash Pin, nor is it an Ankle Lock or a Springboard Moonsault.

2) It takes roughly 9-11 months to get to the maximum things that balance offers, assuming you decide the Versatility track is right for you. Which, is probably the way to go until you get Versa 43 (to unlock everything Versatility has to offer). After that, decide what you wanna be, which is usually the end of baby balanced players.